Bloom Tender

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eventide (EVE) Rare

Combos Browse all

Bloom Tender

Creature — Elf Druid

Tap: For each color among permanents you control, add one mana of that color to your mana pool.

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Bloom Tender Discussion

Rarian on Razakats

22 hours ago

Ive seen you have added a Boreal Druid and while I fully support cutting Bloom Tender, I wonder whether Utopia Sprawl wouldnt be a better replacement. Yes, its not a creature and it has no synergy with Tymna or Priest of Titania but it provides any color you need. You already run Wild Growth and to be fair the drawback that requires a forest as an aura target is close to nonexistent since 10 fetchlands, 3 shocklands, 3 dual lands and 1 basic make over half the lands in the deck potential forests. Well, Sprawl even makes Arbor Elf a little bit better :).

hybrid_theory on Reaper King Harvest Time

1 week ago

Scuttlemutt is ok, i've run it before, but i try to avoid mana creatures as a general rule (Bloom Tender is just too insane not to run). the black kindred wrath seems like the best of them, maybe the red one too? are they actually good?

Chimera115 on Rashmi, Eternities combo assistant

2 weeks ago

List of things that could be better.

1.) Better Early Ramp Play more of the low cmc mana dorks like Boreal Druid, and Elvish Mystic. Then the noncreature one mana ramp like Utopia Sprawl and Wild Growth. 2 mana dorks like Bloom Tender and Priest of Titania. Also Probably a good idea to only play one of the four mana accelerators like Vizier of the Menagerie, Oracle of Mul Daya, and 3 cmc Courser of Kruphix as the early ramp that the one cmc dork provide is much faster.

2.) Evaluate what impact a card has when played (General rule is 4 cmc or higher should put you at a significant advantage or outright win you the game)Remove the cards that dont provide significant advantage and are just general goodstuff value like Thragtusk, Vedalken Orrery replaced by Teferi, Mage of Zhalfir, Portal Mage, Mnemonic Wall replaced by Jace, Vryn's Prodigy  Flip, Nissa, Steward of Elements probably should probably be another combo piece or some sort of draw/protection.

3.) More and Better Counterspells Use better counterspells than Disallow. Like Counterspell, Remand, Unsubstantiate, Daze, Spell Snare, Swan Song, Muddle the Mixture, Mana Drain, Mental Misstep, Delay, Dispel, Spell Pierce, and Negate. Your counterspell package should really be large so you can play Baral, Chief of Compliance and get more Rashmi, Eternities Crafter Triggers on other players turns while searching for you combo.

4.) Better Lands
Off color fetches like Flooded Strand, or Wooded Foothills are still better than Evolving Wilds. Other cards like Crop Rotation can fetch Gaea's Cradle or Nykthos, Shrine to Nyx or even help fix you mana early on. Along those lines if you still feel you need more fixing Nature's Lore and Skyshroud Claim can grab fetch lands and get untapped lands which is much better. Lands like Simic Growth Chamber, Temple of the False God,and Seat of the Synod should be replaced by lands like City of Brass, Mana Confluence, and Ancient Tomb or other off color fetches to more reliably get you mana base set.

5.) Better Draw and top deck manipulation
In the category of better "draw" or more honestly hand manipulation cards like Frantic Search, Baral, Chief of Compliance, and Jace, Vryn's Prodigy  Flip are great at giving you the ability to toss tech cards like Manglehorn or Reclamation Sage when they are not needed and get better stuff. Now in straight card draw cards like Pull from Tomorrow, Fact or Fiction, and Gitaxian Probe either offer massive draw or knowledge of another opponents hand. You should play Preordain for more draw and top deck manipulation.

6.) Some combos are just better Some of the best most consistent methods of making your opponents not win the game.

a.) Isochron Scepter + Dramatic Reversal infinite mana and untaps let you do stuff like draw your deck with Sensei's Divining Top, Stroke of Genius, Pull from Tomorrow, and Enter the Infinite

b.) Seasons Past + Dramatic Reversal after drawing your deck to generate infinite mana by looping Seasons Past to recurr Dramatic Reversal followed by a draw spell.

c.) Seasons Past + Hurkyl's Recall This one requires more artifact mana rocks and is usually a backup plan to Dramatic Reversal being exiled somehow. Same strategy as the last combo with a set of rocks as follows: Mox Diamond, Simic Signet, Mana Vault, Grim Monolith, Mana Crypt, and Sol Ring.

Start off by tapping or playing any rocks that generate you mana then play Hurkyl's Recall on yourself.

Cast these rocks and generate 3 colorless 2 blue and 1 green mana.

Use Noxious Revival to get back Hurkyl's Recall having 3 colorless 2 blue in pool.

Cast Frantic Search getting Seasons Past and Hurkyl's Recall back and discard two nonland high cmc cards. going to 1 colorless 1 blue. Then use the untap to go to 1 colorless 2 blue 2 green in pool.

Now use Hurkyl's Recall again on yourself going to 1 blue 2 green in pool.

Replay Mana Crypt, Mana Vault, Grim Monolith, and Sol Ring going to 6 colorless 1 blue and 2 green in pool

Then cast Seasons Past back the land Hurkyl's Recall, Frantic Search + discarded cards, and Noxious Revival.

You can repeat this to generate infinite colorless mana and then cast Simic Signet in the loop to generate inifinite colored as well.

Winning the Game with inifinite mana

d.) Seasons Past + Beast Within + Reality Shift - use Beast Within to destroy a permanent then Reality Shift the beast to make them manifest a card. Then use Seasons Past to loop this until all opponents have no decks.

e.) Infinite Mana + Stroke of Genius- Use this plus Noxious Revival + Seasons Past to make all opponents have no cards left in their deck.

f.) Beast Within + Swan Song-Beast Within all of their stuff then bounce it with something like Cyclonic Rift Then start playing permanents that can be destroyed and Beast Withining your own permanent. Loop with Seasons Past to create infinite beasts. This also works with Swan Song by countering your own spells and looping with Seasons Past.

The combo you use depends heavily on what you have available in your deck once you achieve infinite mana. The goal is to have a diverse enough list that not everything you need can be exiled.

Hope this helps out.

Sparky41 on H:Iconic Masters W:Binder

3 weeks ago

Any chance youd trade your Magus of the Moon and Cryptic Command for my Bloom Tender?

ThallionDarkshine on Captain Sisay and the Legendary Hatebears

3 weeks ago

Is Gyre Sage really worth it as a mana dork? Maybe something like Bloom Tender or land untapping like Voyaging Satyr or Krosan Restorer would be better, since you should be able to find Nykthos, Shrine to Nyx or Growing Rites of Itlimoc consistently.

Kytheon, Hero of Akros  Flip also feels a tad out of place, maybe try adding another hatebear. Hushwing Gryff, Spirit of the Labyrinth, Containment Priest, Linvala, Keeper of Silence, and Thalia, Guardian of Thraben are great hosers for various strategies, while Recruiter of the Guard can tutor up a bunch of hatebears. In addition, Ramunap Excavator could help against the land destruction you're facing.

Feyamius on Hydra's of Animar

3 weeks ago

You could use:

Karametra's Acolyte, Somberwald Sage, Bloom Tender, Rattleclaw Mystic; with more mana dorks, you'll need Thousand-Year Elixir.

Nissa, Genesis Mage, Nissa, Steward of Elements, Nissa, Voice of Zendikar, Teferi, Temporal Archmage

Molten Hydra, Ulasht, the Hate Seed

Kruphix, God of Horizons (just if you want to maintain the mana pool strategy)

Vigor in a Temur Hydra deck urges to abuse Pyrohemia.

If you want to go infinite with your commander, there's Ancestral Statue.

Disposable Stuff:

Domesticated Hydra (kinda bad), Honored Hydra (doesn't fit deck strategy), Hydra Omnivore (doesn't fit deck strategy, paints big target on your forehead), Palladium Myr (there are better mana dorks and it dies to both creature and artifact removal), Phyrexian Hydra (doesn't fit deck strategy, infect puts big target on your forehead), Ramunap Hydra (doesn't fit deck strategy)

Coat of Arms and Kondar's Banner (your hydras are big enough), Elixir of Immortality.

I'd get rid of some ramp, especially the artifact based ramp. Playing a Rattleclaw Mystic puts a +1/+1 counter on Animar, playing a Hedron Archive doesn't. And I don't know if you really need the mana pool doubling and not emptying stuff. I think I'd rely more on the commander and play more stuff to protect him.

What you're totally lacking of is removal. Good thing we got rid of so many things in the step before. ;)

As mass removal, I'd recommend Engulf the Shore (your hydras should stay - or at least Animar and you can rebuild very quickly), Earthquake and Magmaquake and the like (even better with Vigor out), Vandalblast.

Green spot removal is easy to find, you should have some answers against enchantments.

Tetravirulence on Ur-Dragon

1 month ago

It'd be interesting to run an enchantress package with the number of enchantments you have. Cut some fat dragons/bad enchantments and artifacts for:

Otherwise I'd run the most color-useful signets for fixing and Fellwar Stone. Amulet of Vigor if you really want to keep running taplands. Commander's Sphere and Darksteel Ingot are pretty mediocre. Don't know about Herald’s Horn.

Cut the tri-lands for checklands like Dragonskull Summit? Or maybe a heftier reanimator (ie: Reanimate) package to cheat dragons in.

Cheater effects:

Dorks to consider:

Topdeck Ramp:

On theme and maybe useful:

Big beater:

Anti-Artifacts:

Tryhard:

$$$

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